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Whats realstic about .95? and whats not?

Posted: 2011-04-10 06:39
by Muffins
You guys post everything you find unrealistic here, that could help make the next version of PR an even more realistic battlefield simulation.

Some of the things I've noticed are

  • You can't use enemy specialty kits: I don't understand why, you do what you have to on the battlefield. No one should punish you for being technically and tactfully efficient.
  • Insurgents: IEDS, there should be proximity IEDs. They exists in real life, and yes they are cheap, but are nonetheless an efficient insurgent weapon. They shouldn't be as strong and the remote detonated ones maybe, but still should be in there
  • Falling: I don't understand how falling can make you bleed. Yeah maybe after a 50ft slide down a mountain could break your ankle, but two small 10ft drops that my 12 year old nephew could easily make? How should that make you start bleeding


That's all for now, but the objective here is to identify unrealistic qualities of PR that can be changed, and still keep an awesome game.

Re: Whats realstic about .95? and whats not?

Posted: 2011-04-10 06:57
by Rudd
Why call a thread Whats realstic about .95? and whats not? and then say
but the objective here is to identify unrealistic qualities of PR that can be changed,
Kinda lopsided post for such a high minded thread title.
You can't use enemy specialty kits: I don't understand why, you do what you have to on the battlefield. No one should punish you for being technically and tactfully efficient.
here's a few reasons

1) some of the weaponary requires specialist knowledge, especially the HAT etc.

2) enemies holding on to your limited kits was causing some gameplay issues.

3) players picking up enemy stuff was causing issues with TKs

4) players picking up enemy equipment for more than a tiny amount of time is unrealistic, as enemy weapons are not reliable in combat.

5) Players hunting enemy kits was creating undesirable gameplay dynamics that detracted from the team objective

6) Players using enemy kits en masse was making teams lose their distinctive style.
Insurgents: IEDS, there should be proximity IEDs. They exists in real life, and yes they are cheap, but are nonetheless an efficient insurgent weapon. They shouldn't be as strong and the remote detonated ones maybe, but still should be in there
you know...if you actually put a source or reference, or even an example it may be more effective.
Falling: I don't understand how falling can make you bleed. Yeah maybe after a 50ft slide down a mountain could break your ankle, but two small 10ft drops that my 12 year old nephew could easily make? How should that make you start bleeding
its strange, but I consider this a player failing. If you are bleeding from falls in PR I think you're just being lazy and being punished for it. With teh amount of weight a soldier carries it doesnt take much imagination to see how badly they can get hurt from drops. If your squad has a medic, you're fine anyway, just think of it as you've fallen, the squad medic is checking your ankle to ensure its not broken. I've not bled from a fall in hours and hours of gameplay, either by avoiding precipitous slopes or being very careful when negotiating a slope.

Re: Whats realstic about .95? and whats not?

Posted: 2011-04-10 07:56
by dtacs
What Dudd said, in addition you can slide easily down surfaces by proning, or more importantly jumping and holding S, which allows you to move down steep surfaces without taking damage. Although pretty unrealistic, its a good alternative to climbing down like you would IRL.

Re: Whats realstic about .95? and whats not?

Posted: 2011-04-10 08:48
by Nebsif
Bleh.. many things are unrealistic in PR but are there for gameplay/engine limitation reasons, fo example: medic kit is unrealistic and is one of the reasons why people pop up to shoot a BRDM camping their window, but its there cuz its the core of PR.. one of the main reasons why so many squads are made each round and why people stick together.
Fail thread is fail..

Re: Whats realstic about .95? and whats not?

Posted: 2011-04-10 10:40
by Psyko
if i was a mod i would close this one. personally. its just a flame thread. the whole idea of having seperate parts in the feedback forum is to break info down. this thread is just going to be filled full of shite.

Re: Whats realstic about .95? and whats not?

Posted: 2011-04-10 13:21
by gazzthompson
Muffins wrote: [*]You can't use enemy specialty kits: I don't understand why, you do what you have to on the battlefield. No one should punish you for being technically and tactfully efficient.
if you want to claim the realism card, what it use to be was also unrealistic.

The old system:
Being able to reload at friendly points with enemy ammo
being able to pick up, and instantly be a trained marksman/Heavy AT operator
people simply do not pick up enemy weapons, and even if they do its nowhere near at the rate at which people do in PR

so if your going to say the new system is unrealistic, atleast acknowledge going back to the old system would be just as (if not more) unrealistic.

Re: Whats realstic about .95? and whats not?

Posted: 2011-04-10 13:30
by Jigsaw
Psykogundam wrote:if i was a mod i would close this one. personally. its just a flame thread. the whole idea of having seperate parts in the feedback forum is to break info down. this thread is just going to be filled full of shite.
Whilst I share the above sentiments I shall try to be a little more diplomatic ;)


As others have pointed out there are valid and valuable reasons for all the issues you have posted. Further, every one of these issues has been brought up in multiple threads previously.

Please see Rudd's post for a full explanation of each of the points you have raised, or search the forums for other threads related to the same topics.

Locked.